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License: MIT License

Shell 0.36% JavaScript 2.71% Ruby 3.95% Objective-C 32.00% Java 41.99% C# 5.50% TypeScript 10.16% Objective-C++ 1.88% Starlark 1.45%

react-native-unity's Introduction

@azesmway/react-native-unity

The plugin that allows you to embed a UNITY project into the react native as a full-fledged component

Installation

RN

npm install @azesmway/react-native-unity

or

yarn add @azesmway/react-native-unity

Unity

  1. Copy from folder "unity" to <Unity_Project_Name> folder and rebuild unity project.

OnEvent in Unity

Add this code:

using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.UI;
using UnityEngine;

public class NativeAPI {
#if UNITY_IOS && !UNITY_EDITOR
  [DllImport("__Internal")]
  public static extern void sendMessageToMobileApp(string message);
#endif
}

public class ButtonBehavior : MonoBehaviour
{
  public void ButtonPressed()
  {
    if (Application.platform == RuntimePlatform.Android)
    {
      using (AndroidJavaClass jc = new AndroidJavaClass("com.azesmwayreactnativeunity.ReactNativeUnityViewManager"))
      {
        jc.CallStatic("sendMessageToMobileApp", "The button has been tapped!");
      }
    }
    else if (Application.platform == RuntimePlatform.IPhonePlayer)
    {
#if UNITY_IOS && !UNITY_EDITOR
      NativeAPI.sendMessageToMobileApp("The button has been tapped!");
#endif
    }
  }
}

iOS

  1. Build Unity app to [project_root]/unity/builds/ios
  2. Add Unity-iPhone.xcodeproj to your XCode: press the right mouse button in the Left Navigator XCode -> Add Files to [project_name]... -> [project_root]/unity/builds/ios/Unity-iPhone.xcodeproj
  3. Add UnityFramework.framework to General / section Frameworks, Libraries, and Embedded Content
  4. Select Data folder and set a checkbox in the "Target Membership" section to "UnityFramework"
  5. You need to select the NativeCallProxy.h inside the Unity-iPhone/Libraries/Plugins/iOS folder of the Unity-iPhone project and change UnityFramework’s target membership from Project to Public. Don’t forget this step! https://miro.medium.com/max/1400/1*6v9KfxzR6olQNioUp_dFQQ.png
  6. In Build Phases remove UnityFramework.framework from Linked Binary With Libraries
  7. In Build Phases move Embedded Frameworks before Compile Sources ( drag and drop )

Android

  1. Export Unity app to [project_root]/unity/builds/android

  2. Add the following lines to android/settings.gradle:

    include ':unityLibrary'
    project(':unityLibrary').projectDir=new File('..\\unity\\builds\\android\\unityLibrary')
  3. Add into android/build.gradle

    allprojects {
      repositories {
        // this
        flatDir {
            dirs "${project(':unityLibrary').projectDir}/libs"
        }
    // ...
  4. Add into android/gradle.properties

    unityStreamingAssets=.unity3d
  5. Add strings to android/app/src/main/res/values/strings.xml

    <string name="game_view_content_description">Game view</string>
  6. Remove <intent-filter>...</intent-filter> from <project_name>/unity/builds/android/unityLibrary/src/main/AndroidManifest.xml at unityLibrary to leave only integrated version.

Known issues

  • Works only on real iOS devices. Android emulators are capable of showing the UnityView.
  • On IOS the Unity view is waiting for a parent with dimensions greater than 0 (from RN side). Please take care of this because if it is not the case, your app will crash with the native message MTLTextureDescriptor has width of zero.

Usage

Sample code

import React, { useRef, useEffect } from 'react';

import UnityView from '@azesmway/react-native-unity';
import { View } from 'react-native';

interface IMessage {
  gameObject: string;
  methodName: string;
  message: string;
}

const Unity = () => {
  const unityRef = useRef<UnityView>(null);

  useEffect(() => {
    if (unityRef?.current) {
      const message: IMessage = {
        gameObject: 'gameObject',
        methodName: 'methodName',
        message: 'message',
      };
      unityRef.current.postMessage(message.gameObject, message.methodName, message.message);
    }
  }, []);

  return (
    <View style={{ flex: 1 }}>
      <UnityView
        ref={unityRef}
        style={{ flex: 1 }}
        onUnityMessage={(result) => {
          console.log('onUnityMessage', result.nativeEvent.message)
        }}
      />
    </View>
  );
};

export default Unity;

Props

  • androidKeepPlayerMounted?: boolean - if set to true, keep the player mounted even when the view that contains it has lost focus. The player will be paused on blur and resumed on focus. FOR ANDROID: has no effect on iOS.
  • fullScreen?: boolean - defaults to true. If set to false, will not request full screen access. ANDROID ONLY
  • onUnityMessage?: (event: NativeSyntheticEvent) - receives a message from a Unity
  • style: ViewStyle - styles the UnityView. (Won't show on Android without dimensions. Recommended to give it flex: 1 as in the example)

Methods

  • postMessage(gameObject, methodName, message) - sends a message to the Unity. FOR IOS: The native method of unity is used to send a message sendMessageToGOWithName:(const char*)goName functionName:(const char*)name message:(const char*)msg;, more details can be found in the documentation

  • unloadUnity() - the Unity is unloaded automatically when the react-native component is unmounted, but if you want to unload the Unity, you can call this method

  • pauseUnity?: (pause: boolean) - pause the Unity

Contributing

See the contributing guide to learn how to contribute to the repository and the development workflow.

License

MIT

react-native-unity's People

Contributors

azesmway avatar 256hz avatar xanewok avatar thibaultcapelli avatar zyzo avatar hc-brown avatar

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